Can you imagine if you didn't have any searing blaze or searing blood at all in those matchups. I think it's nuch harder, also if you didn't have path to answer kitchen finks too. I agree searing blaze/searing blood is nuts against elf, because you are slowing down their game plan and advancing yours. I would much rather have additional searing bloods than volcanic fallout, because firstly it's 3 mana and we don't always hit 3 lands and secondly they get out of the 2 toughness range rather easily.
Your absolutely right without Blaze and Blood VF wouldnt have been as effective. Thats also why I can see/understand people running Pyroclasm and Flamebreak. I use to run VF/Flamebreak 4/2 or 3/3. Im still trying to figure out what Im gonna take to a blind meta but if more creature heavy metas are around or decks become more popular at least we have some good answers/options.
if they have damage for lethal after you Palm, then it's a draw. If the creature you Palm stops lethal and kills them, and they can no longer lethal you, you win. All combat damage is assigned at the same time, including Palm damage.
I know it has been discussed a lot before, but in a meta full of abzan and amulet, what do you think about running a full set of blood moon in a RW burn sideboard?
I would consider running 1-2 main deck and 0-1 in the sideboard. The idea would be to catch them by surprise.
I know it has been discussed a lot before, but in a meta full of abzan and amulet, what do you think about running a full set of blood moon in a RW burn sideboard?
I know it has been discussed a lot before, but in a meta full of abzan and amulet, what do you think about running a full set of blood moon in a RW burn sideboard?
I would consider running 1-2 main deck and 0-1 in the sideboard. The idea would be to catch them by surprise.
I havent faced Amulet yet but the Mono Red player I faced this weekend had 3 main board and he said it shocked a lot of people. His issue was he couldnt deal with Leyline or Kor when they dropped but he did very well. I knew he was coming with it so I had 2 Plains in my deck but never got them in that match up. I would say its a good move to have them and I may consider it as a side. If you play RW/Boros Burn type build and run Blood Moon Id say keep a few Plains handy and try not to have your deck flooded with too many R/W cards that may leave you with a bunch dead cards when it hits.
Between Molten Rain and Blood Moon there are a bunch of pros and cons. I have 3 of each in my side board rotation/pile (which is almost another deck).
I know it has been discussed a lot before, but in a meta full of abzan and amulet, what do you think about running a full set of blood moon in a RW burn sideboard?
I would consider running 1-2 main deck and 0-1 in the sideboard. The idea would be to catch them by surprise.
I havent faced Amulet yet but the Mono Red player I faced this weekend had 3 main board and he said it shocked a lot of people. His issue was he couldnt deal with Leyline or Kor when they dropped but he did very well. I knew he was coming with it so I had 2 Plains in my deck but never got them in that match up. I would say its a good move to have them and I may consider it as a side. If you play RW/Boros Burn type build and run Blood Moon Id say keep a few Plains handy and try not to have your deck flooded with too many R/W cards that may leave you with a bunch dead cards when it hits.
Between Molten Rain and Blood Moon there are a bunch of pros and cons. I have 3 of each in my side board rotation/pile (which is almost another deck).
Has anyone considered Magus of the Moon? I know it's easier to kill, but it costs the same and has the advantage of swinging for 2.
I was an advocate for Blood Moon in my RW Burn sideboard (No plains). But realised the Moon is good ONLY vs Amulet which is how Firewalker trumps in mirror. Hardly Moon is a bit impact in other matches because it shuts down a lot of your own stuff to prevent yourself from winning quickly. Unlike vs Amulet, they have zero defence when Moon hits so you have a bunch more extra time as opposed to versus Jund, Abzan or even Tron.
I am the only one who thinks that Day's Undoing may actually be the next best thing for burn? since Treasure Cruise? This card could be explosive in getting the necessary burn spells if you run out of gas.
There are a few things going against Days Undoing.
1. It requires a blue splash.
2. It's cmc 3.
3. The real kicker here is the "end the turn" clause.
For starters, G and W have been proven to be good splashes for Burn. So, the question here is, what do you cut for it? Let's say you did find a cut, and put a few Days Undoing in, you still have to hit a third land drop, which doesn't happen every game. Even if you are able to cast it, you're still Time Walking yourself. This is very bad when matched up against decks that can race Burn. You never want to cast it when playing against Affinity, Infect, Twin, and the mirror. Otherwise, they dump their hands and kill you before you get to untap, dump your hand, and kill them. To me, this card is a trap for most decks and metas. Treasure Cruise is in a class of its own, and Days Undoing doesn't even come close to it.
There are a few things going against Days Undoing.
1. It requires a blue splash.
2. It's cmc 3.
3. The real kicker here is the "end the turn" clause.
For starters, G and W have been proven to be good splashes for Burn. So, the question here is, what do you cut for it? Let's say you did find a cut, and put a few Days Undoing in, you still have to hit a third land drop, which doesn't happen every game. Even if you are able to cast it, you're still Time Walking yourself. This is very bad when matched up against decks that can race Burn. You never want to cast it when playing against Affinity, Infect, Twin, and the mirror. Otherwise, they dump their hands and kill you before you get to untap, dump your hand, and kill them. To me, this card is a trap for most decks and metas. Treasure Cruise is in a class of its own, and Days Undoing doesn't even come close to it.
True that. A blue splash? Like it would be Ink Burn. Aren't we supposed to have better top decks than our opponents and rely on that when we run out of gas instead of a drawing engine? Seems like a trap to me...
There are a few things going against Days Undoing.
1. It requires a blue splash.
2. It's cmc 3.
3. The real kicker here is the "end the turn" clause.
For starters, G and W have been proven to be good splashes for Burn. So, the question here is, what do you cut for it? Let's say you did find a cut, and put a few Days Undoing in, you still have to hit a third land drop, which doesn't happen every game. Even if you are able to cast it, you're still Time Walking yourself. This is very bad when matched up against decks that can race Burn. You never want to cast it when playing against Affinity, Infect, Twin, and the mirror. Otherwise, they dump their hands and kill you before you get to untap, dump your hand, and kill them. To me, this card is a trap for most decks and metas. Treasure Cruise is in a class of its own, and Days Undoing doesn't even come close to it.
The end of turn clause isn't that big a deal really. A lot of our burn is Instant speed so we can play it anyway (if you have the mana open).
I might (stress might) splash a Steam Vents and 1-2 Days Undoing to test after it comes out... it's worth trying anyway.
There are a few things going against Days Undoing.
1. It requires a blue splash.
2. It's cmc 3.
3. The real kicker here is the "end the turn" clause.
For starters, G and W have been proven to be good splashes for Burn. So, the question here is, what do you cut for it? Let's say you did find a cut, and put a few Days Undoing in, you still have to hit a third land drop, which doesn't happen every game. Even if you are able to cast it, you're still Time Walking yourself. This is very bad when matched up against decks that can race Burn. You never want to cast it when playing against Affinity, Infect, Twin, and the mirror. Otherwise, they dump their hands and kill you before you get to untap, dump your hand, and kill them. To me, this card is a trap for most decks and metas. Treasure Cruise is in a class of its own, and Days Undoing doesn't even come close to it.
The end of turn clause isn't that big a deal really. A lot of our burn is Instant speed so we can play it anyway (if you have the mana open).
I might (stress might) splash a Steam Vents and 1-2 Days Undoing to test after it comes out... it's worth trying anyway.
Would you be cutting a color? If so which one? Or if you are making it 4c, what card(s) are you cutting?
4c, not sure what I'm going to cut yet. I'll run 12 fetches, 2 Mountains, 2 Stomping Grounds, 2 Sacred Foundrys and 1 Steam Vents...
I'm currently running all 8 skullcracks mainboard, so I might drop 2 of those. Or 1 of those and a Searing Blaze (move the Blaze to side).
Burn folks, one question here: I'm having issues with a Soul Sisters deck at my LGS. I know it's a bad matchup for us, but I'm never really sure if I should spend my spells on burning his dorks or trying to go all in quickly and hoping that I can finish things off with top decks. Any thoughts or suggestions?
Good Day All,
Been a while since I have posted on here.
I have seen the discussion of Days Undoing. I think there are some real good things here. Some things to consider though. If you like this card why not test more with Reforge the Soul.
Both have draw backs but both have their positive which I think Reforge wins out in the discussion. Lets look at both.
Reforge doesn't require us to push into a different color.
Both have the potential to not be cast and if they are able to be cast it is generally on the same turn (T3), but with that said you can still play a 1 CMC spell after playing Reforge not the same with Days Undoing.
Reforge helps fuel the yard for those playing Grim Lavamancer while Days Undoing is a non-bo.
I think DU could be a useful sideboard card that can be brought in for matchups that go a little longer (for instance because you have to use burn to kill dangerous creatures). It also helps against decks with graveyard synergies. The redraw seven cards for opponents could just as often be hurtful for opponents that used a mulligan to draw into burn hate. Of course, you would not want to bring in this card again affinity or infect. Certainly worth testing.
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Currently playing:
Modern RW Burn, RBU Living Twin, U Merfolk
Standard
Abzan Midrange, UW Control, UW Heroic, BW Warriors, Monoblue
Good Day All,
Been a while since I have posted on here.
I have seen the discussion of Days Undoing. I think there are some real good things here. Some things to consider though. If you like this card why not test more with Reforge the Soul.
Both have draw backs but both have their positive which I think Reforge wins out in the discussion. Lets look at both.
Reforge doesn't require us to push into a different color.
Both have the potential to not be cast and if they are able to be cast it is generally on the same turn (T3), but with that said you can still play a 1 CMC spell after playing Reforge not the same with Days Undoing.
Reforge helps fuel the yard for those playing Grim Lavamancer while Days Undoing is a non-bo.
Drawing Reforge on T2 or T1 (on the draw) or in your opening hand is bad. It will often turn an otherwise snap-keep hand into an obvious mulligan (because any 7 card hand with Reforge is essentially a 6 card hand).
If you draw it with gas in hand, casting it is not ideal.
Days can be drawn, kept, saved, whatever for when it's needed to refill with gas. Thanks for reminding me that it doesn't work well with Grim - maybe I'll take them out to test Days.
While you are correct about having Reforge in the opening hand and/or drawing it on T1 or T2 is a risk you take, but so is playing a 3CMC card in a 19 land deck. I did state that both have the chance of not being played and being a dead card it is just framed in a different way. If you get stuck on 2 land a Reforge late game it is still better than Days.
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Your absolutely right without Blaze and Blood VF wouldnt have been as effective. Thats also why I can see/understand people running Pyroclasm and Flamebreak. I use to run VF/Flamebreak 4/2 or 3/3. Im still trying to figure out what Im gonna take to a blind meta but if more creature heavy metas are around or decks become more popular at least we have some good answers/options.
Legacy:
Manaless Dredge http://tappedout.net/mtg-decks/phantasmagorian-manaless-dredge/
Goblins http://tappedout.net/mtg-decks/dont-know-how-to-count-no-more-legacy-goblins/
ad nauseam tendrils http://tappedout.net/mtg-decks/10-04-15-ant-budget/
Modern:
elves http://tappedout.net/mtg-decks/elf-pump-30000-dmg-possible/
burn. http://tappedout.net/mtg-decks/the-deck-that-made-history/
infect http://tappedout.net/mtg-decks/infect-win-2-turns/
I would consider running 1-2 main deck and 0-1 in the sideboard. The idea would be to catch them by surprise.
UBR Grixis UBR
I havent faced Amulet yet but the Mono Red player I faced this weekend had 3 main board and he said it shocked a lot of people. His issue was he couldnt deal with Leyline or Kor when they dropped but he did very well. I knew he was coming with it so I had 2 Plains in my deck but never got them in that match up. I would say its a good move to have them and I may consider it as a side. If you play RW/Boros Burn type build and run Blood Moon Id say keep a few Plains handy and try not to have your deck flooded with too many R/W cards that may leave you with a bunch dead cards when it hits.
Between Molten Rain and Blood Moon there are a bunch of pros and cons. I have 3 of each in my side board rotation/pile (which is almost another deck).
Has anyone considered Magus of the Moon? I know it's easier to kill, but it costs the same and has the advantage of swinging for 2.
Legacy: BUWRG Manaless Dredge
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
1. It requires a blue splash.
2. It's cmc 3.
3. The real kicker here is the "end the turn" clause.
For starters, G and W have been proven to be good splashes for Burn. So, the question here is, what do you cut for it? Let's say you did find a cut, and put a few Days Undoing in, you still have to hit a third land drop, which doesn't happen every game. Even if you are able to cast it, you're still Time Walking yourself. This is very bad when matched up against decks that can race Burn. You never want to cast it when playing against Affinity, Infect, Twin, and the mirror. Otherwise, they dump their hands and kill you before you get to untap, dump your hand, and kill them. To me, this card is a trap for most decks and metas. Treasure Cruise is in a class of its own, and Days Undoing doesn't even come close to it.
As far as 3cmc, realistically we're tapping out to cast this, so as far as we're concerned, it might as well be actual Wheel of Fortune in Blue.
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
True that. A blue splash? Like it would be Ink Burn. Aren't we supposed to have better top decks than our opponents and rely on that when we run out of gas instead of a drawing engine? Seems like a trap to me...
Aggro: Naya Burn RWG
Combo: Scapeshift RG
Control: Jeskai Control UWR
Legacy
Control: Miracles UW
Aggro: Burn R
The end of turn clause isn't that big a deal really. A lot of our burn is Instant speed so we can play it anyway (if you have the mana open).
I might (stress might) splash a Steam Vents and 1-2 Days Undoing to test after it comes out... it's worth trying anyway.
Would you be cutting a color? If so which one? Or if you are making it 4c, what card(s) are you cutting?
UBR Grixis UBR
I'm currently running all 8 skullcracks mainboard, so I might drop 2 of those. Or 1 of those and a Searing Blaze (move the Blaze to side).
Something like that.
edit: I'll proxy it up and play with it some.
Cheers!
Aggro: Naya Burn RWG
Combo: Scapeshift RG
Control: Jeskai Control UWR
Legacy
Control: Miracles UW
Aggro: Burn R
Been a while since I have posted on here.
I have seen the discussion of Days Undoing. I think there are some real good things here. Some things to consider though. If you like this card why not test more with Reforge the Soul.
Both have draw backs but both have their positive which I think Reforge wins out in the discussion. Lets look at both.
Reforge doesn't require us to push into a different color.
Both have the potential to not be cast and if they are able to be cast it is generally on the same turn (T3), but with that said you can still play a 1 CMC spell after playing Reforge not the same with Days Undoing.
Reforge helps fuel the yard for those playing Grim Lavamancer while Days Undoing is a non-bo.
Modern
RW Burn, RBU Living Twin, U Merfolk
Standard
Abzan Midrange, UW Control, UW Heroic, BW Warriors, Monoblue
Drawing Reforge on T2 or T1 (on the draw) or in your opening hand is bad. It will often turn an otherwise snap-keep hand into an obvious mulligan (because any 7 card hand with Reforge is essentially a 6 card hand).
If you draw it with gas in hand, casting it is not ideal.
Days can be drawn, kept, saved, whatever for when it's needed to refill with gas. Thanks for reminding me that it doesn't work well with Grim - maybe I'll take them out to test Days.